Critical game creation

as intergenerational social participation

Trying to change education towards a more innovative, creative and game-based learning approach is not a single-player game. There is a need for a huge amount of research and educational innovation projects before making educational actors promote digital games as a learning strategy. Just after my Ph.D, I was lucky to join a research network, a sort of a “research guild” for promoting mutual help, creating joint events and develop academic exchanges. Our “research guild” was funded by the 7th framework of research of the European Commission as a network of excellence, the “Games and Learning Alliance” (GaLA 2009-2013). The GaLA network included nearly 50 researchers in the field of digital games with educational, health, cultural purpose, also called “serious games”. Being part of an international research guild allowed me to access a higher level through collaborations with other scholars worldwide. Being in a guild required me to join efforts in topics and tasks that were out of my reach in an individual or small team perspective. Being part of a research guild is fruitful in terms of networking and outcomes. Continue Reading

Subversive humor & games

Subversive humor can fulfill several different unique purposes. Firstly, humor is approachable; it can disarm critics by cutting through the clutter or noise around issues that make people feel uncomfortable. Humor is often used as a way to ridicule the oppressor by creating a dilemma they can’t win. Creating a situation in which any options (such as responding or ignoring) could lead to ridicule by the masses. This leads to another important element: humor melts fear – when you ridicule someone or something, you no longer fear them or it. It also acts as a healer of sorts, serving as a coping mechanism or as stress relief by highlighting and expressing frustration with problems out of direct control. Lastly, humor gives you power when you don’t have it. It has the ability (even if temporary) to take away the power of the “oppressor,” making it a powerful tool that should be considered in any creative critical process (Sorensen, 2008). Continue Reading

The Lost Levels

of New Games Journalism

In reality, this mode of criticism brings us closer to, not further from, the majority of people who play games. Thinking through sensations of motion, for instance, helps to explain popular experiences with mechanics like quick-time events, exposing both their promise and their failings. When you are sensitive to the way a game literally feels, you can understand why some quick time events feel rewarding—they adeptly simulate a physical sensation—and why some don’t, like mere button-mashing that bears no resemblance to the action taken by the avatar on screen. Continue Reading

Different Games

An Introduction from the organizers

As the diversity of these proceedings illustrate, Different Games has grown in many ways, including the number of attendees, the number and breadth of panels, the arcade’s size, and the expansion to a three-track panel schedule. The co-organizers have also increased in number, which has allowed us to more closely consider a greater number of submissions. We consistently strive to expand the reach of our call for participation and will continue to work at encouraging emerging designers, scholars and players to feel that their voices are welcome and desired. We’ve also increased our budget for offering travel grants for speakers, in the hopes of continuing to increase the accessibility of the event. Continue Reading